Need help fixing my double jump script.

I am trying to create a doublejump to the character controller. It works just fine, but if I walk off a platform, that counts as 1 of my 2 jumps. How can I fix this?

void FixedUpdate()
	{
		// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
		grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
		anim.SetBool("Ground", grounded);

		// Set the vertical animation
		anim.SetFloat("vSpeed", rigidbody2D.velocity.y);

		//Reset DoubleJump
		if (grounded) 
		{
			doubleJump = false;
		}

	}


	public void Move(float move, bool crouch, bool jump)
	{


		// If crouching, check to see if the character can stand up
		if(!crouch && anim.GetBool("Crouch"))
		{
			// If the character has a ceiling preventing them from standing up, keep them crouching
			if( Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
				crouch = true;
		}

		// Set whether or not the character is crouching in the animator
		anim.SetBool("Crouch", crouch);

		//only control the player if grounded or airControl is turned on
		if(grounded || airControl)
		{
			// Reduce the speed if crouching by the crouchSpeed multiplier
			move = (crouch ? move * crouchSpeed : move);

			// The Speed animator parameter is set to the absolute value of the horizontal input.
			anim.SetFloat("Speed", Mathf.Abs(move));

			// Move the character
			rigidbody2D.velocity = new Vector2(move * maxSpeed, rigidbody2D.velocity.y);
			
			// If the input is moving the player right and the player is facing left...
			if(move > 0 && !facingRight)
				// ... flip the player.
				Flip();
			// Otherwise if the input is moving the player left and the player is facing right...
			else if(move < 0 && facingRight)
				// ... flip the player.
				Flip();
		}

        // If the player should jump...
        if ((grounded || !doubleJump) && jump) {
            // Add a vertical force to the player.
            anim.SetBool("Ground", false);

			//zero out our current velocity
			rigidbody2D.velocity = new Vector2(rigidbody2D.velocity.x, 0);

            rigidbody2D.AddForce(new Vector2(0f, jumpForce));

			if(!grounded && doubleJump == false)
			{
				doubleJump = true;
			}
        }
	}

It’s because when you walk off a platform, you aren’t grounded anymore. What you can do is implement a jump counter. and allow the player to jump as long as the counter didn’t reach 2. (which means ignoring the grounded boolean).

int jumpCount = 0;  
if (jumpCount < 2 && jump)
{
    //Jump
    jumpCount++;
}

Also, don’t forget to reset the jump count in the fixed Update when the player hits the ground.

void FixedUpdate() 
{
    //your code...
    if (grounded)
    {
        jumpCount = 0;
    }
}